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forked from 0ad/0ad

Added custom docks rubbles with ao for each civ except Mauryans.

Fixed Hellenic dock origin
Added custom decal for celt docks

This was SVN commit r12857.
This commit is contained in:
Enrique 2012-11-14 04:24:59 +00:00
parent 7ea7b7cd44
commit 51f5025b96
63 changed files with 719 additions and 291 deletions

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="decal_destruct_celt_dock">
<decal angle="90" depth="15" offsetx="0" offsetz="0" width="38"/>
<textures>
<texture file="props/decal_destruct_long_big.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>terrain_base.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="celt dock rubble">
<mesh>props/celt_dock_rubble.dae</mesh>
<props>
<prop actor="structures/destruct_celt_dock_struct.xml" attachpoint="root"/>
<prop actor="props/special/eyecandy/barrels_floating.xml" attachpoint="barrels"/>
<prop actor="particle/flame_jav.xml" attachpoint="flame2"/>
<prop actor="particle/smoke_jav.xml" attachpoint="flame2"/>
<prop actor="props/structures/decals/destruct_celt_dock.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>
<texture file="props/ao/celt_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="celt dock rubble struct">
<mesh>props/celt_dock_rubble_struct.dae</mesh>
<textures>
<texture file="structural/celt_struct_1.dds" name="baseTex"/>
<texture file="props/ao/celt_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="hele dock rubble props">
<mesh>props/hele_dock_rubble_props.dae</mesh>
<textures>
<texture file="props/hele_props_a.dds" name="baseTex"/>
<texture file="props/ao/hele_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="hele dock rubble">
<mesh>props/hele_dock_rubble.dae</mesh>
<props>
<prop actor="structures/destruct_hele_dock_props.xml" attachpoint="root"/>
<prop actor="structures/destruct_hele_dock_struct_b.xml" attachpoint="root"/>
<prop actor="structures/destruct_hele_dock_struct.xml" attachpoint="root"/>
<prop actor="structures/destruct_hele_dock_tiles.xml" attachpoint="root"/>
<prop actor="props/special/eyecandy/barrels_floating.xml" attachpoint="barrels"/>
<prop actor="particle/flame_jav.xml" attachpoint="flame2"/>
<prop actor="particle/smoke_jav.xml" attachpoint="flame2"/>
<prop actor="props/structures/decals/destruct_6x6.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>
<texture file="props/ao/hele_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="hele dock rubble struct">
<mesh>props/hele_dock_rubble_struct.dae</mesh>
<textures>
<texture file="structural/hele_struct.dds" name="baseTex"/>
<texture file="props/ao/hele_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="hele dock rubble struct b">
<mesh>props/hele_dock_rubble_struct_b.dae</mesh>
<textures>
<texture file="structural/hele_struct_b.dds" name="baseTex"/>
<texture file="props/ao/hele_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="hele dock rubble tiles">
<mesh>props/hele_dock_rubble_tile_c.dae</mesh>
<textures>
<texture file="props/hele_tile_c.dds" name="baseTex"/>
<texture file="props/ao/hele_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="iber dock rubble boat">
<mesh>props/iber_dock_rubble_boat.dae</mesh>
<textures>
<texture file="structural/iber_ship.dds" name="baseTex"/>
<texture file="props/ao/iber_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="iber dock rubble">
<mesh>props/iber_dock_rubble.dae</mesh>
<props>
<prop actor="structures/destruct_iber_dock_struct.xml" attachpoint="root"/>
<prop actor="structures/destruct_iber_dock_boat.xml" attachpoint="root"/>
<prop actor="props/special/eyecandy/barrels_floating.xml" attachpoint="barrels"/>
<prop actor="particle/flame_jav.xml" attachpoint="flame2"/>
<prop actor="particle/smoke_jav.xml" attachpoint="flame2"/>
<prop actor="props/structures/decals/destruct_6x6.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>
<texture file="props/ao/hele_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="iber dock rubble struct">
<mesh>props/iber_dock_rubble_struct.dae</mesh>
<textures>
<texture file="structural/iber_struct.dds" name="baseTex"/>
<texture file="props/ao/iber_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="kart dock rubble props">
<mesh>props/kart_dock_rubble_props.dae</mesh>
<textures>
<texture file="structural/celt_struct.dds" name="baseTex"/>
<texture file="props/ao/kart_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="kart dock rubble">
<mesh>props/kart_dock_rubble.dae</mesh>
<props>
<prop actor="structures/destruct_kart_dock_struct.xml" attachpoint="root"/>
<prop actor="structures/destruct_kart_dock_props.xml" attachpoint="root"/>
<prop actor="props/special/eyecandy/barrels_floating.xml" attachpoint="barrels"/>
<prop actor="particle/flame_jav.xml" attachpoint="flame2"/>
<prop actor="particle/smoke_jav.xml" attachpoint="flame2"/>
<prop actor="props/structures/decals/destruct_6x6.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>
<texture file="props/ao/kart_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="kart dock rubble struct">
<mesh>props/kart_dock_rubble_struct.dae</mesh>
<textures>
<texture file="structural/kart_struct.dds" name="baseTex"/>
<texture file="props/ao/kart_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="pers dock rubble">
<mesh>props/pers_dock_rubble.dae</mesh>
<props>
<prop actor="structures/destruct_pers_dock_struct.xml" attachpoint="root"/>
<prop actor="props/special/eyecandy/barrels_floating.xml" attachpoint="barrels"/>
<prop actor="particle/flame.xml" attachpoint="flame1"/>
<prop actor="particle/smoke.xml" attachpoint="flame1"/>
<prop actor="particle/flame_jav.xml" attachpoint="flame2"/>
<prop actor="particle/smoke_jav.xml" attachpoint="flame2"/>
<prop actor="props/structures/decals/destruct_3x3.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>
<texture file="props/ao/pers_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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@ -0,0 +1,14 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="pers dock rubble struct">
<mesh>props/pers_dock_rubble_struct.dae</mesh>
<textures>
<texture file="structural/pers_struct.dds" name="baseTex"/>
<texture file="props/ao/pers_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="rome dock rubble">
<mesh>props/rome_dock_rubble.dae</mesh>
<props>
<prop actor="structures/destruct_rome_dock_struct2.xml" attachpoint="root"/>
<prop actor="props/special/eyecandy/barrels_floating.xml" attachpoint="barrels"/>
<prop actor="particle/flame.xml" attachpoint="flame1"/>
<prop actor="particle/smoke.xml" attachpoint="flame1"/>
<prop actor="particle/flame_jav.xml" attachpoint="flame2"/>
<prop actor="particle/smoke_jav.xml" attachpoint="flame2"/>
<prop actor="props/structures/decals/destruct_6x6.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>
<texture file="props/ao/rome_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="rome dock rubble struct">
<mesh>props/rome_dock_rubble_struct2.dae</mesh>
<textures>
<texture file="structural/rome_struct_2.dds" name="baseTex"/>
<texture file="props/ao/rome_dock_rubble_ao.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>

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<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_rubble">
<VisualActor>
<Actor>structures/destruct_celt_dock_rubble.xml</Actor>
</VisualActor>
</Entity>

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_rubble">
<VisualActor>
<Actor>structures/destruct_hele_dock_rubble.xml</Actor>
</VisualActor>
</Entity>

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_rubble">
<VisualActor>
<Actor>structures/destruct_iber_dock_rubble.xml</Actor>
</VisualActor>
</Entity>

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_rubble">
<VisualActor>
<Actor>structures/destruct_kart_dock_rubble.xml</Actor>
</VisualActor>
</Entity>

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_rubble">
<VisualActor>
<Actor>structures/destruct_pers_dock_rubble.xml</Actor>
</VisualActor>
</Entity>

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_rubble">
<VisualActor>
<Actor>structures/destruct_rome_dock_rubble.xml</Actor>
</VisualActor>
</Entity>

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@ -1,32 +1,32 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<BuildTime>275</BuildTime>
</Cost>
<Footprint>
<Square width="26.0" depth="30.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>2750</Max>
<SpawnEntityOnDeath>rubble/rubble_6x4_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>athen</Civ>
<SpecificName>Limḗn</SpecificName>
<History>Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Athens, Ephesus, Corinth, Alexandria and Antioch were built by the sea. It should also be noted that all colonies during the Great Colonisation were thriving port centres, which traded with the local population. Athens itself had a large sea port at Piraeus, which consisted of 3 separate harbors surrounded by mighty walls and easily chained off to prevent amphibious attacks by enemy fleets. As long as Piraeus was unconquered, Athens remained monarch of the seas. </History>
</Identity>
<Obstruction>
<Static width="22.0" depth="26.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/athen_ship_bireme
units/athen_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/athenians/dock.xml</Actor>
<FoundationActor>structures/fndn_6x4_dock.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<BuildTime>275</BuildTime>
</Cost>
<Footprint>
<Square width="26.0" depth="30.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>2750</Max>
<SpawnEntityOnDeath>rubble/rubble_hele_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>athen</Civ>
<SpecificName>Limḗn</SpecificName>
<History>Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Athens, Ephesus, Corinth, Alexandria and Antioch were built by the sea. It should also be noted that all colonies during the Great Colonisation were thriving port centres, which traded with the local population. Athens itself had a large sea port at Piraeus, which consisted of 3 separate harbors surrounded by mighty walls and easily chained off to prevent amphibious attacks by enemy fleets. As long as Piraeus was unconquered, Athens remained monarch of the seas. </History>
</Identity>
<Obstruction>
<Static width="22.0" depth="26.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/athen_ship_bireme
units/athen_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/athenians/dock.xml</Actor>
<FoundationActor>structures/fndn_6x4_dock.xml</FoundationActor>
</VisualActor>
</Entity>

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@ -1,27 +1,32 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<PopulationBonus>2</PopulationBonus>
</Cost>
<Footprint>
<Square width="12.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Identity>
<Civ>brit</Civ>
<SpecificName>Crannog</SpecificName>
<History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow loch floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defence as well as the availability of food in the form of fish nearby.</History>
</Identity>
<Obstruction>
<Static width="10.0" depth="22.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/brit_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/dock_new.xml</Actor>
<FoundationActor>structures/fndn_celt_dock.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<PopulationBonus>2</PopulationBonus>
</Cost>
<Footprint>
<Square width="12.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_celt_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>brit</Civ>
<SpecificName>Crannog</SpecificName>
<History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow loch floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defence as well as the availability of food in the form of fish nearby.</History>
</Identity>
<Obstruction>
<Static width="10.0" depth="22.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/brit_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/dock_new.xml</Actor>
<FoundationActor>structures/fndn_celt_dock.xml</FoundationActor>
</VisualActor>
</Entity>

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@ -1,29 +1,29 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<Resources>
<wood>150</wood>
</Resources>
</Cost>
<Footprint>
<Square width="34.0" depth="23.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_6x4_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>cart</Civ>
<GenericName>Commercial Port</GenericName>
<SpecificName>Namel</SpecificName>
<History>The Carthaginians were famous for their sea trade. Carthage itself had an entire harbour dedicated to nothing more than commercial sea trade.</History>
<Tooltip>Construct fishing boats to gather meat and merchant ships to trade with other docks.</Tooltip>
</Identity>
<Obstruction>
<Static width="30.0" depth="19.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/carthaginians/dock.xml</Actor>
<FoundationActor>structures/fndn_6x4_dock.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<Resources>
<wood>150</wood>
</Resources>
</Cost>
<Footprint>
<Square width="34.0" depth="23.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_kart_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>cart</Civ>
<GenericName>Commercial Port</GenericName>
<SpecificName>Namel</SpecificName>
<History>The Carthaginians were famous for their sea trade. Carthage itself had an entire harbour dedicated to nothing more than commercial sea trade.</History>
<Tooltip>Construct fishing boats to gather meat and merchant ships to trade with other docks.</Tooltip>
</Identity>
<Obstruction>
<Static width="30.0" depth="19.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/carthaginians/dock.xml</Actor>
<FoundationActor>structures/fndn_6x4_dock.xml</FoundationActor>
</VisualActor>
</Entity>

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@ -1,27 +1,30 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<PopulationBonus>2</PopulationBonus>
</Cost>
<Footprint>
<Square width="12.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Identity>
<Civ>celt</Civ>
<SpecificName>Crannog</SpecificName>
<History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow loch floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defence as well as the availability of food in the form of fish nearby.</History>
</Identity>
<Obstruction>
<Static width="10.0" depth="22.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/celt_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/dock_new.xml</Actor>
<FoundationActor>structures/fndn_celt_dock.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<PopulationBonus>2</PopulationBonus>
</Cost>
<Footprint>
<Square width="12.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_celt_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<SpecificName>Crannog</SpecificName>
<History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow loch floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defence as well as the availability of food in the form of fish nearby.</History>
</Identity>
<Obstruction>
<Static width="10.0" depth="22.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/celt_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/dock_new.xml</Actor>
<FoundationActor>structures/fndn_celt_dock.xml</FoundationActor>
</VisualActor>
</Entity>

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@ -1,27 +1,30 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<PopulationBonus>2</PopulationBonus>
</Cost>
<Footprint>
<Square width="12.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Identity>
<Civ>gaul</Civ>
<SpecificName>Crannog</SpecificName>
<History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow loch floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defence as well as the availability of food in the form of fish nearby.</History>
</Identity>
<Obstruction>
<Static width="10.0" depth="22.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/gaul_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/dock_new.xml</Actor>
<FoundationActor>structures/fndn_celt_dock.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<PopulationBonus>2</PopulationBonus>
</Cost>
<Footprint>
<Square width="12.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_celt_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>gaul</Civ>
<SpecificName>Crannog</SpecificName>
<History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow loch floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defence as well as the availability of food in the form of fish nearby.</History>
</Identity>
<Obstruction>
<Static width="10.0" depth="22.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/gaul_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/dock_new.xml</Actor>
<FoundationActor>structures/fndn_celt_dock.xml</FoundationActor>
</VisualActor>
</Entity>

View File

@ -1,32 +1,32 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<BuildTime>275</BuildTime>
</Cost>
<Footprint>
<Square width="26.0" depth="30.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>2750</Max>
<SpawnEntityOnDeath>rubble/rubble_6x4_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>hele</Civ>
<SpecificName>Limḗn</SpecificName>
<History>Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Ephesus, Corinth, Alexandria and Antioch were built by the sea. It should also be noted that all colonies during the Great Colonisation were thriving port centres, which traded with the local population.</History>
</Identity>
<Obstruction>
<Static width="22.0" depth="26.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/hele_ship_bireme
units/hele_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/hellenes/dock.xml</Actor>
<FoundationActor>structures/fndn_6x4_dock.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<BuildTime>275</BuildTime>
</Cost>
<Footprint>
<Square width="26.0" depth="30.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>2750</Max>
<SpawnEntityOnDeath>rubble/rubble_hele_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>hele</Civ>
<SpecificName>Limḗn</SpecificName>
<History>Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Ephesus, Corinth, Alexandria and Antioch were built by the sea. It should also be noted that all colonies during the Great Colonisation were thriving port centres, which traded with the local population.</History>
</Identity>
<Obstruction>
<Static width="22.0" depth="26.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/hele_ship_bireme
units/hele_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/hellenes/dock.xml</Actor>
<FoundationActor>structures/fndn_6x4_dock.xml</FoundationActor>
</VisualActor>
</Entity>

View File

@ -1,24 +1,27 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Footprint>
<Square width="16.0" depth="26.0"/>
<Height>8.0</Height>
</Footprint>
<Identity>
<Civ>iber</Civ>
<SpecificName>Puerto</SpecificName>
<History>No one really knows how ancient 1st millennium Iberian Peninsular docks or ports looked, though they were probably pretty simple affairs having but a short pier, if even that. However, for the purposes of creating a structure in the game and because the Phoenicians / Carthaginians had such broad influence on the peninsula for a half millennium before the timeframe of the game, we have chosen to model something similar to the inner port centre at Carthage, with typical Iberians architectural applications applied to it. The largest port that was strictly Iberian, though said to have been founded by the Greeks (defaulting to the resident Iberians when Greek merchants were blocked by Carthage from further trading into the western Mediterranean), was probably only that of Saguntum (and possibly Emporion) on the eastern coast of Spain referred to as the Spanish Levant.</History>
</Identity>
<Obstruction>
<Static width="14.0" depth="24.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/iber_ship_fire
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/iberians/dock.xml</Actor>
<FoundationActor>structures/fndn_dock_iber.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Footprint>
<Square width="16.0" depth="26.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_iber_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>iber</Civ>
<SpecificName>Puerto</SpecificName>
<History>No one really knows how ancient 1st millennium Iberian Peninsular docks or ports looked, though they were probably pretty simple affairs having but a short pier, if even that. However, for the purposes of creating a structure in the game and because the Phoenicians / Carthaginians had such broad influence on the peninsula for a half millennium before the timeframe of the game, we have chosen to model something similar to the inner port centre at Carthage, with typical Iberians architectural applications applied to it. The largest port that was strictly Iberian, though said to have been founded by the Greeks (defaulting to the resident Iberians when Greek merchants were blocked by Carthage from further trading into the western Mediterranean), was probably only that of Saguntum (and possibly Emporion) on the eastern coast of Spain referred to as the Spanish Levant.</History>
</Identity>
<Obstruction>
<Static width="14.0" depth="24.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/iber_ship_fire
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/iberians/dock.xml</Actor>
<FoundationActor>structures/fndn_dock_iber.xml</FoundationActor>
</VisualActor>
</Entity>

View File

@ -1,32 +1,32 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<BuildTime>275</BuildTime>
</Cost>
<Footprint>
<Square width="26.0" depth="30.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>2750</Max>
<SpawnEntityOnDeath>rubble/rubble_6x4_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>mace</Civ>
<SpecificName>Limḗn</SpecificName>
<History>Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Ephesus, Corinth, Alexandria and Antioch were built by the sea. It should also be noted that all colonies during the Great Colonisation were thriving port centres, which traded with the local population.</History>
</Identity>
<Obstruction>
<Static width="22.0" depth="26.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/hele_ship_bireme
units/hele_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/hellenes/dock.xml</Actor>
<FoundationActor>structures/fndn_6x4_dock.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Cost>
<BuildTime>275</BuildTime>
</Cost>
<Footprint>
<Square width="26.0" depth="30.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>2750</Max>
<SpawnEntityOnDeath>rubble/rubble_hele_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>mace</Civ>
<SpecificName>Limḗn</SpecificName>
<History>Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Ephesus, Corinth, Alexandria and Antioch were built by the sea. It should also be noted that all colonies during the Great Colonisation were thriving port centres, which traded with the local population.</History>
</Identity>
<Obstruction>
<Static width="22.0" depth="26.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/hele_ship_bireme
units/hele_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/hellenes/dock.xml</Actor>
<FoundationActor>structures/fndn_6x4_dock.xml</FoundationActor>
</VisualActor>
</Entity>

View File

@ -1,24 +1,27 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Footprint>
<Square width="23.5" depth="16.0"/>
<Height>8.0</Height>
</Footprint>
<Identity>
<Civ>pers</Civ>
<SpecificName>Langargah</SpecificName>
<History>Situated on the Mediterranean coast, all Phoenician cities had excellent docks and harbours, the oustanding example being Tyre, which was situated on an island close to the shore.</History>
</Identity>
<Obstruction>
<Static width="23.0" depth="15.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/pers_ship_bireme
units/pers_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/persians/dock.xml</Actor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Footprint>
<Square width="23.5" depth="16.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_pers_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>pers</Civ>
<SpecificName>Langargah</SpecificName>
<History>Situated on the Mediterranean coast, all Phoenician cities had excellent docks and harbours, the oustanding example being Tyre, which was situated on an island close to the shore.</History>
</Identity>
<Obstruction>
<Static width="23.0" depth="15.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/pers_ship_bireme
units/pers_ship_trireme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/persians/dock.xml</Actor>
</VisualActor>
</Entity>

View File

@ -1,25 +1,28 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Footprint>
<Square width="24.0" depth="28.0"/>
<Height>8.0</Height>
</Footprint>
<Identity>
<Civ>rome</Civ>
<SpecificName>Portus</SpecificName>
<History>Being an inland city, Rome was still connected to the port of Ostia through means of the Tiber. Merchant ships from all over the Mediterranean arrived at Ostia, bringing all kinds of luxurious goods. The construction of a reliable harbour was planned by Julius Caesar and carried out by Claudius.</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="24.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/rome_ship_bireme
units/rome_ship_trireme
units/rome_ship_quinquereme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/romans/dock.xml</Actor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_dock">
<Footprint>
<Square width="24.0" depth="28.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_rome_dock</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>rome</Civ>
<SpecificName>Portus</SpecificName>
<History>Being an inland city, Rome was still connected to the port of Ostia through means of the Tiber. Merchant ships from all over the Mediterranean arrived at Ostia, bringing all kinds of luxurious goods. The construction of a reliable harbour was planned by Julius Caesar and carried out by Claudius.</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="24.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/rome_ship_bireme
units/rome_ship_trireme
units/rome_ship_quinquereme
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/romans/dock.xml</Actor>
</VisualActor>
</Entity>